using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using BrokenMind.Units;
using BrokenMind.Controls;

namespace BrokenMind
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        private Texture2D runG;
        private Texture2D idle;
        private Texture2D runUp;
        private Texture2D runDown;

        private Player player;

        public int Width;
        public int Height;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            Width = graphics.PreferredBackBufferWidth = 600;
            Height = graphics.PreferredBackBufferHeight = 600;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here

            Rectangle rect = new Rectangle(300,300,80,80);

            idle = Content.Load<Texture2D>("Content/Units/Player/idle");
            runG = Content.Load<Texture2D>("Content/Units/Player/runG");
            runUp = Content.Load<Texture2D>("Content/Units/Player/runUp");
            runDown = Content.Load<Texture2D>("Content/Units/Player/runDown");

            player = new Player(rect,idle,runG,runUp,runDown,this);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            player.Update(gameTime);
            KeyboardState keyboardState = Keyboard.GetState();

            if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left))
            {
                player.StartRunUpLeft();
            }
            else if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Right))
            {
                player.StartRunUpRight();
            }
            else if (keyboardState.IsKeyDown(Keys.Down) && keyboardState.IsKeyDown(Keys.Right))
            {
                player.StartRunDownRight();
            }
            else if (keyboardState.IsKeyDown(Keys.Down) && keyboardState.IsKeyDown(Keys.Left))
            {
                player.StartRunDownLeft();
            }
            else if (keyboardState.IsKeyDown(Keys.Right))
            {
                player.StartRunG(true);
            }
            else if (keyboardState.IsKeyDown(Keys.Left))
            {
                player.StartRunG(false);
            }
            else if (keyboardState.IsKeyDown(Keys.Up))
            {
                player.StartRunUp();
            }
            else if (keyboardState.IsKeyDown(Keys.Down))
            {
                player.StartRunDown();
            }

            else
            {
                player.Stop();
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here


            player.Draw(spriteBatch);
            base.Draw(gameTime);
        }
    }
}
